Shader "Unlit/NewUnlitShader"
{
	Properties
	{
	}
	SubShader
	{
		Tags { "RenderType" = "Transparent" }
		Cull Off

		Blend SrcAlpha OneMinusSrcAlpha

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				float4 vertex : SV_POSITION;
			};

			uniform float _TrailFade;

			v2f vert(appdata v)
			{
				v2f o = (v2f)0;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = v.uv;
				return o;
			}

			fixed4 frag(v2f i) : SV_Target
			{
				return max(0, i.uv.x - _TrailFade);
			}
			ENDCG
		}
	}
}
